I have this code and I cannot seem to be able to add any other image/texture to it. i tried this simple code right after scene = new Three.Scene();
var sphere1 = createMesh(new THREE.CubeGeometry(15, 15, 15), "plaster.jpg");
sphere1.rotation.y = -0.5;
sphere1.position.x = 12;
scene.add(sphere1);
into this code of my project
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js canvas - geometry - earth</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link href="styles/styles.css" rel="stylesheet" type="text/css"></link>
<style>
body {
background:#3b404a;
margin:0; padding:0;
}
</style>
</head>
<body>
<div class="wrapperBG">
<!-- top menu -->
<div class="menu">
</div> <!-- end .menu -->
<!-- end top menu -->
<div id="container"></div>
<div id="info">three.js - earth demo</div>
<script src="../build/three.min.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
var container, stats;
var camera, scene, renderer;
var group;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 700;
camera.position.y = 170;
scene = new THREE.Scene();
group = new THREE.Object3D();
scene.add( group );
// earth
var image = 'WorldMap.svg';
var loader = new THREE.TextureLoader();
loader.load( image, function ( texture ) {
//var geometry = new THREE.SphereGeometry( 180, 60, 60 );
var geometry = new THREE.PlaneGeometry(1024, 560);
var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: 0.5 } );
var mesh = new THREE.Mesh( geometry, material );
group.add( mesh );
} );
renderer = new THREE.WebGLRenderer({alpha : true});
//renderer.setClearColor( 0xffa200, 0.5 );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
//camera.position.x += ( mouseX - camera.position.x ) * 0.05;
//camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
/* ============= FLAT MAP INTERCATIVITY COORDINATES ============ */
camera.position.x += ( mouseX - (camera.position.x*50) ) * 0.007;
camera.position.y += ( - mouseY - (camera.position.y *10) ) * 0.007;
/*================================================================ */
camera.lookAt( scene.position );
//group.rotation.y -= 0.01;
renderer.render( scene, camera );
}
</script>
<!-- ====== EDITING THE SVG MAP =====
<object data="WorldMap.svg" type="image/svg+xml" id="map"></object>
<script>
// refers to entire map loaded as object
//note: svg document must have same path as the accessor
var world = document.getElementById("map");
//load asynchronous svg
world.addEventListener("load",function(){
var region = world.contentDocument; //get the inner DOM of WorldMap.svg
var mapRegion = region.getElementById("DZ"); //get Algeria
mapRegion.setAttribute('fill', '#000000');
},false);
</script>
================================ -->
</div> <!-- end .wrapperBG -->
</body>
</html>
I have the world map loaded but now i cannot add anything else to the scene. how can i do that?
Look at your code and your project code.
var sphere1 = createMesh(new THREE.CubeGeometry(15, 15, 15), "plaster.jpg");
This is not going to work as plaster-jpg is a texture, not a material.
Create a material first like you did in your project with:
var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: 0.5 } );
where texture is your plaster.jpg which is loaded using the image loader, too.
This should do the trick. Just stick to your projects initial code! :)
Related
I am trying to change the color of 3D object where intersected using color picker.I am trying with dat.gui.I want to change the color of 3d part where it gets clicked and change the selected from the colorPicker.I tried out some possible ways but it doesn't work out.Please,refer to the code I tried out. Help me out with some solution and draw my attention to where I am getting wrong. Thanks.
<!DOCTYPE html>
<html lang="en">
<head>
<title>color</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="three.js"></script>
<script src="OrbitControls.js"></script>
<script src="Detector.js"></script>
<script src="stats.min.js"></script>
<script src="loaders/MTLLoader.js"></script>
<script src="loaders/OBJLoader.js"></script>
<script type='text/javascript' src='DAT.GUI.min.js'></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, controls, scene, renderer,effectController;
var raycaster;
var objects = [];
var selectedObject,selectedPos;
var rotation;
var pos,quat;
var INTERSECTED;
var guiColor;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 15;
controls = new THREE.OrbitControls( camera );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x555000 );
scene.add( camera );
// light
var dirLight = new THREE.DirectionalLight( 0xffffff );
dirLight.position.set( 200, 200, 1000 ).normalize();
camera.add( dirLight );
camera.add( dirLight.target );
var mtlLoader = new THREE.MTLLoader(); mtlLoader.setBaseUrl('assets/'); mtlLoader.setPath('assets/'); mtlLoader.load('anno.mtl', function (materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath('assets/');
objLoader.load('anno.obj', function (object) {
scene.add( object );
objects.push( object );
});
});
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
/* Controls */
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false;
raycaster = new THREE.Raycaster();
gui = new dat.GUI();
parameters =
{
color: "#ff0000",
};
gui.add( parameters, 'reset' ).name("Reset");
guiColor = gui.addColor( parameters, 'color' ).name('Color');
container = document.createElement( 'div' );
document.body.appendChild( container );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize, false );
renderer.domElement.addEventListener("click", onclick, false);
}
var mouse = new THREE.Vector2();
function onclick(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(objects, true);
if (intersects.length > 0) {
INTERSECTED = intersects[0].object;
if ( INTERSECTED && INTERSECTED.material.emissive != null ){
guiColor.onChange(function(){
INTERSECTED.material.emissive.setHex(parameters.color)
});
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
I've create a little live demo with your code and a basic working solution. I'd like to highlight three important changes:
You can use the onChange() event handler in order to know when a certain dat.gui property has changed. The demo uses this feature to update the color of a selected object.
I have refactored your raycasting logic into something more simple. I've seen you've copied some code from the official three.js examples but the new code should be sufficient for your case. Besides, it's also better to update Material.color instead of Material.emissive.
If you set OrbitControls.enableDamping to true, you have to update the controls in your animation loop.
https://jsfiddle.net/btuzd23o/2/
three.js R103
I'm probably missing something to get this done.
https://codepen.io/ndsp/pen/YQavxG
<html lang="en">
<head>
<title>three.js webgl - materials - cube reflection [cars]</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r83/three.js"></script>
<script>
var controls, camera, scene, renderer;
var cameraCube, sceneCube;
var textureCube;
var cubeMesh;
var currentLookat, newLookat;
init();
animate();
function init() {
// CAMERAS
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 5000 );
camera.position.set( 0, 0, 1000 );
cameraCube = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 5000 );
currentLookat = new THREE.Vector3( 0, 0, - 1 );
newLookat = new THREE.Vector3( 0, 0, - 1 );
// SCENE
scene = new THREE.Scene();
sceneCube = new THREE.Scene();
// Lights
var ambient = new THREE.AmbientLight( 0xffffff );
scene.add( ambient );
var starsGeometry = new THREE.Geometry();
for ( var i = 0; i < 1000; i ++ ) {
var star = new THREE.Vector3();
star.x = THREE.Math.randFloatSpread( 5000 );
star.y = THREE.Math.randFloatSpread( 5000 );
star.z = THREE.Math.randFloatSpread( 5000 );
starsGeometry.vertices.push( star )
}
var starsMaterial = new THREE.PointsMaterial( { color: 0x888888 } )
var starField = new THREE.Points( starsGeometry, starsMaterial );
scene.add( starField );
var geometry = new THREE.BoxGeometry(10, 10, 10);
var material = new THREE.MeshStandardMaterial({ color: 0xff0000 });
var cube = new THREE.Mesh(geometry, material);
cube.position.z = 20;
cube.position.y = 10;
scene.add( cube );
renderer = new THREE.WebGLRenderer();
renderer.autoClear = false;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setFaceCulling( THREE.CullFaceNone );
document.body.appendChild( renderer.domElement );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
cameraCube.aspect = window.innerWidth / window.innerHeight;
cameraCube.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
currentLookat.lerp(newLookat, 0.05);
camera.lookAt(currentLookat);
// controls.update();
requestAnimationFrame( animate );
render();
}
function render() {
var timer = -0.0002 * Date.now();
cameraCube.rotation.copy( camera.rotation );
renderer.render( sceneCube, cameraCube );
renderer.render( scene, camera );
}
function onMouseDown( event ) {
var canvasPosition = renderer.domElement.getBoundingClientRect();
var mouseX = event.clientX - canvasPosition.left;
var mouseY = event.clientY - canvasPosition.top;
var mouseVector = new THREE.Vector3 (
2 * (mouseX / window.innerWidth) - 1,
1 - 2 * (mouseY / window.innerHeight), 1);
console.log(mouseVector);
mouseVector.unproject( camera );
console.log(mouseVector);
// console.log(unproject( camera ));
var dir = mouseVector.sub( camera.position ).normalize();
var distance = - camera.position.z / dir.z;
var oldPos = camera.position.clone();
newLookat = camera.position.clone().add( dir.multiplyScalar( distance ) );
currentLookat.applyQuaternion( camera.quaternion );
}
window.addEventListener( 'mousedown', onMouseDown, false );
</script>
</body>
The idea is to click an area in space and rotate the camera (or camera lookat) to that point based on the mouse coordinates to world coordinates thing that is going on in the example. the smaller the interpolation factor in lerp, the more pronounced the inaccurate rotation presents itself.
I tried passing both matrices and vectors into lerp, but I get the exact same behavior. Without lerp, it doesn't look like the problem exists, although it's hard to tell.
I need help just to diagnose, let alone fix it.
Related to this: Tween question but I wanted to eliminate tween.js, partially on comments I received there.
Thank you!
I am beginner 3D modeling and three.js
I have some questions about three.js
I proceeded three.js obj/mtl loader tutorial this page https://threejs.org/examples/webgl_loader_obj_mtl.html
It works well. And I tried to change obj,mtl file to my own.
But chrome browers only returns black window... Please help me
This is my situation
I have no console errors
This is my capture image
Image link
I said before, when run browers using threejs.org sample data(obj,mtl) It works..
I setted light #fffff and I did render after all asset init.
This is my code ...
<!doctype html>
<html lang="en">
<head>
<title>Three js pratice</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #fff;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
</style>
</head>
<body style="margin: 0;">
<div id="info">
<a target="_blank">three.js</a> - OBJLoader + MTLLoader
</div>
<script src="js/three.js"></script>
<script src="js/loaders/DDSLoader.js"></script>
<script src="js/loaders/MTLLoader.js"></script>
<script src="js/loaders/OBJLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
var container, stats
var camera, scene, renderer
var mouseX = 0, mouseY = 0
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2
init();
animate();
// Sets up the scene.
function init() {
// scene
scene = new THREE.Scene();
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set(0,0,2000);
scene.add(camera);
var ambient = new THREE.AmbientLight( 0xFFFFFF );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 ).normalize();
scene.add( directionalLight );
var onProgress = function ( xhr ) {
if ( xhr.lengthComputable ) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log( Math.round(percentComplete, 2) + '% downloaded' );
}
};
var onError = function ( xhr ) { };
THREE.Loader.Handlers.add( /\.dds$/i, new THREE.DDSLoader() );
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setPath( 'obj/' );
// mtlLoader.load( 'male02.mtl', function( materials ) {
mtlLoader.load( '3DScan999999.mtl', function( materials ) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials( materials );
objLoader.setPath( 'obj/' );
// objLoader.load( 'male02.obj', function ( object ) {
objLoader.load( '3DScan999999.obj', function ( object ) {
object.position.y = -95
console.log("log : " + object.position.y);
scene.add( object );
}, onProgress, onError );
});
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) ;
mouseY = ( event.clientY - windowHalfY );
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>
and this is mtl file.
#
# fusionsdk
#
# Materials for the file "ttttttttttest.obj"
#
newmtl default
illum 1
d 1
Ns 6
sharpness 60
Ni 1
newmtl m1
illum 1
d 1
Ns 6
sharpness 60
Ni 1
map_Kd ttttttttttestImage1.png
# end of file
of course I have .png picture.
Somebody help me please..
*add
Hey guys, I tested to use another image (more big) and I saw a very samll object in black window. I think because object's size.. somebody help me ,,
there is a code I downloaded from github and want to modify it.
I need to modify this code for move the earth by keyboard by arrow key not by muse.
how to modify the code.
tanks for your help.
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js canvas - geometry - earth</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #808080;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: #ffffff;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: #0080ff;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info">three.js - earth demo</div>
<script src="../build/three.min.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
var container, stats;
var camera, scene, renderer;
var group;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 500;
scene = new THREE.Scene();
group = new THREE.Object3D();
scene.add( group );
// earth
var loader = new THREE.TextureLoader();
loader.load( 'textures/land_ocean_ice_cloud_2048.jpg', function ( texture ) {
var geometry = new THREE.SphereGeometry( 200, 20, 20 );
var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: 0.5 } );
var mesh = new THREE.Mesh( geometry, material );
group.add( mesh );
} );
// shadow
var canvas = document.createElement( 'canvas' );
canvas.width = 128;
canvas.height = 128;
var context = canvas.getContext( '2d' );
var gradient = context.createRadialGradient(
canvas.width / 2,
canvas.height / 2,
0,
canvas.width / 2,
canvas.height / 2,
canvas.width / 2
);
gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
context.fillStyle = gradient;
context.fillRect( 0, 0, canvas.width, canvas.height );
var texture = new THREE.Texture( canvas );
texture.needsUpdate = true;
var geometry = new THREE.PlaneGeometry( 300, 300, 3, 3 );
var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: 0.5 } );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.y = - 250;
mesh.rotation.x = - Math.PI / 2;
group.add( mesh );
renderer = new THREE.CanvasRenderer();
renderer.setClearColor( 0xffffff );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * 0.05;
camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
camera.lookAt( scene.position );
group.rotation.y -= 0.005;
renderer.render( scene, camera );
}
</script>
</body>
</html>
sorry for my English.
tanks a lot.
Add these in your init() function
window.addEventListener ('keydown', onKeyDown, false);
window.addEventListener ("keyup", onKeyUp, false);
and then implement the code:
function onKeyDown (event)
{
switch (event.keyCode)
{
case 16: /* shift */ isShiftDown = true; break;
fill the rest accordingly
}
}
Below is my code for the scene of tube geometry. I've loaded 200 co-ordinates as JSON data from external file.
<!DOCTYPE html>
<html lang="en">
<head>
<title>3d Model using HTML5 and three.js</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
#info {
color:#000;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
</style>
</head>
<body>
<div id="info">
WASD-move, RF-up/down, QE-roll, mouse-look around, mouse left/right click- zoom-in/out
</div>
<script src="three.min.js" type="text/javascript"></script>
<script src="Curve.js" type="text/javascript"></script>
<script src="Stats.js" type="text/javascript"></script>
<script src="Detector.js" type="text/javascript"></script>
<script src="path.js" type="text/javascript"></script>
<script>
// variables
var container, stats;
var camera, scene, renderer, controls;
var text, plane, tube, tubeMesh, parent;
var targetRotation = 0;
var targetRotationOnMouseDown = 0;
var mouseX = 0, mouseY = 0; var radius = 6371;
var mouseXOnMouseDown = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var clock = new THREE.Clock();
function plotPath()
{
var obj = getPath();
var segments = 60;
var closed = false;
var debug = true;
var radiusSegments = 12;
var tube;
var points = [];
var x=0,y=0,z=0;
var extrudePath;
for(var i=0; i<obj.path.length; i++)
{
console.log(obj.path[i].point);
points.push(obj.path[i].point);
}
extrudePath = new THREE.SplineCurve3(points);
tube = new THREE.TubeGeometry(extrudePath, segments, 2, radiusSegments, closed, debug);
tubeMesh = new THREE.Mesh(tube ,new THREE.MeshBasicMaterial({
color: 0x000000, side: THREE.DoubleSide,
opacity: 0.5, transparent: true, wireframe: true}));
if ( tube.debug ) tubeMesh.add( tube.debug );
scene.add( tubeMesh );
}
init();
animate();
function init(){
// container
container = document.createElement( 'div' );
document.body.appendChild( container );
// scene
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setClearColor( scene.fog.color, 1 );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
// camera
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
// light
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
light = new THREE.DirectionalLight( 0x002288 );
light.position.set( -1, -1, -1 );
scene.add( light );
light = new THREE.AmbientLight( 0x555555 );
scene.add( light );
// CONTROLS
controls = new THREE.RollControls( camera );
controls.movementSpeed = 50;
controls.lookSpeed = 3;
controls.constrainVertical = [ -0.5, 0.5 ];
// Grid
geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3( - 500, 0, 0 ) );
geometry.vertices.push( new THREE.Vector3( 500, 0, 0 ) );
for ( var i = 0; i <= 20; i ++ ) {
line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } ) );
line.position.z = ( i * 50 ) - 500;
scene.add( line );
line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } ) );
line.position.x = ( i * 50 ) - 500;
line.rotation.y = 90 * Math.PI / 180;
scene.add( line );
}
// projector
projector = new THREE.Projector();
plotPath();
// stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// events
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
update();
}
function update(){
controls.update(clock.getDelta());
stats.update();
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>
How can I identify a point on tube circumference and how to rotate a tube from that point ?
OrbitControls, for example, has a property target which is both the center of rotation and the camera look-at position.
controls = new THREE.OrbitControls( camera );
You can change the center of rotation of the camera using picking.
function onDocumentMouseDown( event ) {
event.preventDefault();
var vector = new THREE.Vector3(
( event.clientX / window.innerWidth ) * 2 - 1,
- ( event.clientY / window.innerHeight ) * 2 + 1,
0.5 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
var intersects = ray.intersectObjects( objects );
if ( intersects.length > 0 ) {
controls.target.copy( intersects[0].point );
}
}
EDIT: Here is an updated fiddle: http://jsfiddle.net/eVkgs/30/
three.js r.65